What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#2101 Posted 12 March 2011 - 10:23 AM
But it's still fun.
#2102 Posted 12 March 2011 - 05:06 PM
This post has been edited by Jhect: 12 March 2011 - 05:07 PM
#2103 Posted 13 March 2011 - 03:48 AM
Mblackwell, on Mar 12 2011, 03:23 PM, said:
I want to play that whatever it is!!
About the slopes, iĀ“ve designed my own method once, then saw it applied in other mods. So i think itĀ“s pretty easy to understand.
Suppose you have a hill, with three different slopes... bah itĀ“s a pain in the ass to explain.
#2104 Posted 13 March 2011 - 05:00 AM
1. Create isolines and connect them with triangle strips. Then, select the points of one loop at a time with RCtrl-RShift.
2. The lines between the selected points are those to be the first walls. Now, place the mouse pointer in the sector having the target height for the third points. Enter "do state mkterrain" in the console.
3. This is how it should look like after the first operation. Sometimes, you need to enter the command twice (I have no idea why).
4. Now repeat the procedure with the opposite bunch of points. Since the target z coordinate is that of the outside, place the mouse pointer there.
5. Ctrl-Shift...
6. The final result...
edit: steps 4 and 5 are reversed...
#2105 Posted 13 March 2011 - 02:36 PM
Gambini, on Mar 13 2011, 12:48 PM, said:
About the slopes, iĀ“ve designed my own method once, then saw it applied in other mods. So i think itĀ“s pretty easy to understand.
Suppose you have a hill, with three different slopes... bah itĀ“s a pain in the ass to explain.
WasnĀ“t that hill placed in the SST 2 TC tech demo?
#2106 Posted 13 March 2011 - 03:20 PM
#2107 Posted 13 March 2011 - 03:56 PM
Quote
Where i can download that?
#2110 Posted 14 March 2011 - 06:54 PM
#2111 Posted 20 March 2011 - 07:35 PM
#2112 Posted 20 March 2011 - 07:52 PM
So until I figure that out, I was going to make a Duke-TC that revolves around Duke. So I'm starting first by trying to compile assets from the console ports of Duke3D. Well, the things that are different, at least. Here's what I've got from Total Meltdown.
The ones with the pink masking color are original Duke3D tiles and the ones with the transparent backgrounds are Total Meltdown tiles. And those are just the ones I bothered to put in place. I've got only 25% of the player tiles set in, and I have at least 86% of the the Pigcop Zombie tiles, though I don't know what order they go in yet. Also, that's assuming the pigcop zombie only has the amount of tiles that the regular pigcop does, which seems to be true since their code seems to be almost a direct copy and paste.
This post has been edited by Wolf: 20 March 2011 - 07:53 PM
#2113 Posted 20 March 2011 - 09:33 PM
Wolf, on Mar 21 2011, 01:52 PM, said:
So until I figure that out, I was going to make a Duke-TC that revolves around Duke. So I'm starting first by trying to compile assets from the console ports of Duke3D. Well, the things that are different, at least. Here's what I've got from Total Meltdown.
The ones with the pink masking color are original Duke3D tiles and the ones with the transparent backgrounds are Total Meltdown tiles. And those are just the ones I bothered to put in place. I've got only 25% of the player tiles set in, and I have at least 86% of the the Pigcop Zombie tiles, though I don't know what order they go in yet. Also, that's assuming the pigcop zombie only has the amount of tiles that the regular pigcop does, which seems to be true since their code seems to be almost a direct copy and paste.
I think Nfelli ripped some sprites so you might want to talk to him
#2114 Posted 20 March 2011 - 11:57 PM
I don't have anything that feels like riding around in a tank, but the dummy sprite is working (to set the player's coordinates to while in the tank) so right now I have my own little 6-speed RC-Car running around a test map.
This post has been edited by wayskobfssae: 21 March 2011 - 12:09 AM
#2115 Posted 21 March 2011 - 05:39 AM
wayskobfssae, on Mar 21 2011, 12:57 AM, said:
I don't have anything that feels like riding around in a tank, but the dummy sprite is working (to set the player's coordinates to while in the tank) so right now I have my own little 6-speed RC-Car running around a test map.
Just look at it, learn from it, and write code based on it if you're unsure. Old as it is, AWOL's a pretty good mod to learn how to code things from scratch. If I have to code an enemy, I usually use the marines in that mod to build a basic pathfinding base, then go from there.
#2116 Posted 22 March 2011 - 05:25 AM
#2118 Posted 22 March 2011 - 10:29 AM
Or the method that you are trying to do now, have the sprite follow the same position as the player and make the player but not the vehicle invisible using EVENT_ANIMATESPRITES.
#2119 Posted 24 March 2011 - 02:14 PM
http://forums.duke4.net/index.php?showtopi...amp;#entry78552
#2120 Posted 25 March 2011 - 12:03 AM
DeeperThought, on Mar 22 2011, 12:48 PM, said:
Yes, and he's also sorry there's been a lack of work on his mod too lately. o.o;
Eventually, with my new laptop, I'll have a lot more freedom in terms of what kind of maps I could build and how well NR runs [being that I've had it called the unofficial coding benchmark by various developers (not my words, trust me)], and I can now finally use Polymer too! X)
Anyways, I too use a type of dummy sprite to track the player's coordinates in NR for vehicles, and I think I use actions to show the player as a Tank when in use, also setting their pals depending on the type of tank being driven. There is the issue on occasion when I get out of a tank, the actual tank actor is sometimes spawned at the top of the sector I'm in and falls down on the ground from above, look really out of place. Will have to eventually look into that. >.>;
#2121 Posted 27 March 2011 - 02:30 AM
#2122 Posted 27 March 2011 - 11:44 PM
Micky C, on Mar 27 2011, 06:30 AM, said:
That was cool. You can tell your teacher "Er, well Duke blew up my homework!"
I just did one on how Duke would feel about another DNF delay.
BTW, love the BB code for Youtube
This post has been edited by VinsaneOne: 28 March 2011 - 03:53 PM
#2123 Posted 28 March 2011 - 01:43 AM
VinsaneOne, on Mar 28 2011, 01:44 AM, said:
I just did one on how Duke would feel about another DNF delay.
http://www.youtube.c...h?v=i53D-2gqbio
thats a semi impressive voice over there
#2125 Posted 28 March 2011 - 01:56 PM
K, it's up.
This post has been edited by Jhect: 28 March 2011 - 02:46 PM
#2126 Posted 28 March 2011 - 04:05 PM
duke4everman, on 28 March 2011 - 01:43 AM, said:
Thanks, it was a second take quickie.
Lunick, on 28 March 2011 - 12:12 PM, said:
Thank you!
Jhect, on 28 March 2011 - 01:56 PM, said:
K, it's up.
Don't think it needed any bass boost. It's a speaker buster!
#2127 Posted 29 March 2011 - 06:37 AM
This post has been edited by wayskobfssae: 29 March 2011 - 06:41 AM
#2129 Posted 29 March 2011 - 09:49 AM
wayskobfssae, on 29 March 2011 - 06:37 AM, said:
That stuff reminds me of classic game Battlezone. looks nice.
This post has been edited by zykov eddy: 29 March 2011 - 09:49 AM
#2130 Posted 30 March 2011 - 09:31 AM
Been fooling around with ideas for a new map.